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Venture-Captain Ambrus Valsin rushes into his office and drops a small stack of papers on his desk. “Agents, I appreciate your willingness to meet with me on such short notice.” He takes a moment to reorganize the papers into a neat pile and catch his breath before continuing.
“Now then, we recently acquired what may or may not be the relic known as the Inheritor’s Clasp—or rather, one of our agents infiltrated a cult of Rovagug worshipers and stole it. History tells that Iomedae dropped the Inheritor’s Clasp on the day she entered the Starstone Cathedral. According to old Arodenite accounts, the clasp might function as a powerful holy relic, though that theory has yet to be proven conclusively."
“I received word from our infiltrator’s handler, an alchemist by the name of Inisa Ardaali, that she was preparing to take the clasp from Katapesh and deliver it to the Grand Lodge for further study. Inisa is a cautious sort by nature. Considering the manner in which she acquired the clasp and the potential interest of the church of Iomedae, Inisa determined that it was best to use discretion in regards to bringing the clasp to the Grand Lodge. As such, she traveled to Diobel, where she hired a caravan for the final stretch of the journey to Absalom. However, we recently received a missive from Inisa sent froma safe house in Diobel. Take a look.”
After a brief pause, Valsin chimes in. “You can see what’s wrong, then? Inisa must have been worried about the message being intercepted; and to be fair, the Aspis Consortium and other rivals are strong in Diobel. It seems to me that after thieves ambushed the caravan, she helped the survivors back to one of our safe houses in Diobel and then set out to recover the stolen clasp. But which safe house, and where is she searching? In denying any interlopers the information, she’s also made this a lot harder for us,” a sigh escapes from between
Valsin’s lips.
He hands over a sheet from his stack. “I’ve just secured passage for you on the next ship to Diobel. I need you make your way there, locate the caravan, and retrieve the clasp from these thieves. If you are able to track down Inisa, all the better. She should have much more information than appears in this letter. If she hasn’t met her end searching for the clasp on her own, make sure she makes it safely back to Absalom. Now, there isn’t much time, so are there any questions?”

Enchanter's Playtest |

"Torag's beard! You were transporting a holy relic with just 1 guard on a simple caravan? No wonder it got stolen!" The dwarf grouses for a moment. "Could the worshipers of Rovagug have tracked her down and tried to take it back?"

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"You'll get your expenses, just as any other agent would. And my thanks and note in the chronicles when you succeed. As for the number of guards. That wsa up to Inisa, sometimes stealth and succeed where any number of guards would not. Perhaps not in this case though. It could be that the followers of Rovagug have it.. or some well-meaning follower of the inheritor, or just a lucky bandit."
He sighs.
"Inisa was worried that our rivals or the church of Iomedae would intercept her if her mission wasn’t kept strictly secret. Perhaps being a handler for an undercover agent in a Rovagug cult has left her overly cautious. To be honest, considering we’re unsure as to whether this clasp is authentic let alone magical in any sense, I doubt they would expend such effort for something that could turn out to be nothing more than a small piece of metal. Then again, the caravan came under attack, so if it wasn’t a coincidence, Inisa might have been right after all.”

Some Random Goblin |

I'll bring the Goblin pregen.
A scrawny goblin crawls out from underneath Valsin's desk.
"Well, the dust bunnies and spiderwebs under there were interesting, but this new thing certainly has my attention. Do you think she might have just gotten lost? I mean, she was trying to cross an entire island... I also hear that it can get quite cold in the high passes. As for the clasp, if you are not sure that it is real, how do you plan to test it? I know that if you don't think a gold piece is 'real' gold, you can try to chew it (since pure gold is quite soft); perhaps we should give it a nibble if we find it? Maybe the holiness will rub off on us! Either way, I hope it won't give us indigestion, but if it does, I am sure that I could mix up something to help with that..."

Barin Orc-bane |

"A goblin... what has the Society come to?"
An heavily armored dwarf enters the meeting room he notices the goblin but tries his best to ignore his existance as he adresses the others:"Barin Orcbane. Here to serve the society and retrieve the scrap of metal that might have belonged to Iomedae, Venture - Captain. As a follower of Gorum I welcome all challanges but tell us... is there a chance we'll have to match blades with Iomedae's misguided followers?"

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"We really don't want a war of any type with followers of the Inheritor.." starts Valsin.
"And unfortunatuely, that note doesn't make it sound like she is lost, but rather the clasp. If you think you have it, DON't EAT IT. Just bring it back and we have some arcane methods that will help reveal its true past. Don't ask me for details, I don't know them, nor do I want to. Now are their any other final questions before I send you off?"
"Luckily, Diobel is a small town, and it shouldn’t take much work to locate the safe house. I can give you the current markings if you’ve forgotten them.”
Or if you are trained in PAthfidner Soceity Lore, then you can try a check to recall them yourselves.

Enchanter's Playtest |

"Right. Come on, Barlin. We'll find this holy relic and Inisa. Hopefully she's alright." Karbad nods to Barlin, then grunts as he notes the goblin. "You too, ya menace."

Gayel Nord |

profile not done.
Isabella looks her compagnions. "I am sorry to ask, but do we have people Who could heal us? I am a doctor but I know there a limit of what médecine can do."

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"I'm sure there will be healing available in Diobel if you need it" reassures the venture captain. He then ushers you out of his office and down to the docks.
The trip to Diobel is without incident. The ship cannot pass through "The Trawl" which is a neighbourhood build of broken shipos and scaral material and protets Diobel's proper habour. There are many small boats returning from the ocea, their nets heavy with fish and oysters. A barge comes along side and the captain ushers you onto it. "This will take you into town proper".
The inner harbour is fill of people, market stalls groan with food, drink and many a game of dice or cards is on offer. EVerywhere you go the cries of merchants contest with the seagulls.

Some Random Goblin |

Fumbus looks slightly hungry.
"Actually, seagull pie is quite a delicacy; the trick is, you need to put several of them in one big pie, whole, with lots of gooey sauce - then it is oozy and crunchy at the same time!"

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You have about four hours before sundown to try and find out what happened to the caravan.
Which is enough time for a couple of gather information checks.
Of course you may have other things you would like to do... locate the safe house for example... or maybe even something else.

Mordack Dune 3 |
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Mordack will ask around for info on the caravan as he is trained and very charismatic. diplomacy: 9 + 1d20 ⇒ 9 + (16) = 25
Also everyone please note in the update untrained skills are now your level-4+modifier instead of your level-2+modifier

Gayel Nord |

Beatrice goes to meet friends that live in Diabel. They may know something.
lore acadamia expert: 1d20 + 6 ⇒ (9) + 6 = 15
assurance to occult. 15
Religion trained: 1d20 + 8 ⇒ (1) + 8 = 9
She searchs also the city for a sign of the society or those strange letter at the start of each sentence.
Perception expert: 1d20 + 9 ⇒ (4) + 9 = 13

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Karbad asks around. Inland trade routes are becoming increasingly popular. Regular patrols from Diobel’s local guard have made them a safer and more affordable option for travelers without the means for ocean voyages.
Nobody trained in pathfinder society lore? A society check may also be helpful here
Unfortunately Beatric's contacts are not especially helpful here. She does keep her eyes open, but sees nothing obvious that looks like a safehouse to her.
Two hours gone. You have another two until sunset, and maybe another two after that as folk take in the evening air.

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Fumbus remembers hearing that while there were once Pathfinder Society safe houses in Diobel, no such locations are currently active.

Gayel Nord |

Beatrice continues her search. She uses her experience as an adventurer and tries to talk to the other people about Inesa.
diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9
lore pathfinder(untrained): 1d20 + 1 ⇒ (18) + 1 = 19
society (untrained): 1d20 + 1 ⇒ (9) + 1 = 10

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Missed Mordak somehow, and also this thread updating. Oh well, I'm here now
Mordac returns with the information that The caravan set off to the east from Diobel via the main exit through the Harpy Gate.
Beatrice confirms that now she thinks about it, any Society caravan would set out east toward Absalom via the Harpy Gate.
I think that is the first set of rolls for everyone.
The sun is now heading rapidly towards the sea, but you still have a couple of hours of light left.

Some Random Goblin |
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Fumbus, starting to look a little bored (always a dangerous thing in a Goblin!), turns to the others.
"Okay... we go now?"
I don't really have face skills, but if anyone has any suggestions for how I can contribute to information gathering, I am all ears :-)

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Same story here, same skills, but the DC will be slightly higher as it is getting later. But at the Harpy gate... well there may be more current infomration as well.

Gayel Nord |

diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23
"I hope we Will find this place before this it is too late."

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Beatrice learns that Several trade routes head east towards Absalom, some having seen less use over the years. The caravan was seen taking the route that traveled closer inland.
The rest of you can still search out infomration if you wish during that two hour window.

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Armed with the likely route of the caravan, the team of pathfinders sets out of the route just before the Hydra gate closes for the night...
Are you intending to travel through the night? Also travel will be much faster on horseback. There are stables both within and outside the gate that will rent you horses for a silver a day.

Mordack Dune 3 |

Yes, travel through the night, I brought light. But hey, you dwarves forget about us elves and all the other races which can't see in darkness. Do you dwarves only care about your own kind?! You know you want to start a dwarf-elf argument with me.
Mordack casts light on his silver dagger, which he will hold. He will cantrip cast light every time it goes out.

Enchanter's Playtest |

Karbad looks at Mordack questioningly. "Yes."
"Besides, he has no problem either." He points to Fumbus then continues. "You just need starlight to see by, right? Real light isn't needed for you either." He shrugs. "Not as good a dwarfsight, but not entirely broken. Merely lesser."

Gayel Nord |

"I have a light also. A Wizard has cast for me, a spell on this grey ioun stone. I have called it. An ioun torch!"adds Beatrice with a look of pride on her face.
This is quite useful because I need two hands for my weapon.
I will put Beatrice sheet this weekend (updated 1.6) Does anyone have a template for the playtest?

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The team, somewhat weary from a long days travel sets off into the night. It is around midnight that you get to a river crossing illuminated by the full moon.
A small stone bridge crosses over a shallow, gentle river. A large wagon lies abandoned a short distance from the bridge, with bloody bodies strewn about. Most of the bodies have familiar humanoid forms, while two bodies are of creatures with the torsos of muscular humans and the head and hooves of bulls.
Which exploration mode tactic are you each using to investigate the site? Can you all put yourself onto the map. I may end up moving you around a little. The bodies are denoted by the skull, the wagon is the wagon. You are approaching from the bottom of the map.

Barin Orc-bane |

After cehcking on exploration modes...
Barin advances, his shield raised to intercept attacks from hidden assailants...
Defending mode, so half speed and shield raised

Enchanter's Playtest |

"What in Torag's name happened here?!" Karbad rushes towards the mass of bodies. He kneels down to examine the wounds.
Investigating. Karbad will use warfare lore to determine what may have happened, the number of attackers, the flow of the attack, etc.
Warfare Lore: 1d20 + 5 ⇒ (6) + 5 = 11

Gayel Nord |

Beatrice smiles inside when she looks at the moon. Desna is with us it seems.
---------
The doctor runs with Karbad at the bodies with a concerned look. Her expert healer kit close to her, she searchs for somebody alive.
"Please Pharasma, she whispers to herself, I pray that you have left one alive here."
medicine: 1d20 + 9 ⇒ (10) + 9 = 19

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The group cautiously advances into the carnage.
Karbad thinks it was a small fight, but realises that the bull-men would have likely been much more powerful than the human warriors. Beatrice has found none alive when....
bull-men: 1d20 + 6 ⇒ (8) + 6 = 14
Mordack: 1d20 + 8 ⇒ (1) + 8 = 9
Beatrice(guess): 1d20 + 9 ⇒ (10) + 9 = 19
Karbad: 1d20 + 6 ⇒ (12) + 6 = 18
Barin: 1d20 + 9 ⇒ (3) + 9 = 12
Karbad and Beatrice notice signs of movement in the nearby reeds.
Status, bold may post (remember it is dark for those of you without enhanced vision)
Beatrice
Karbad
reeds
Barin
Mordack

Béatrice Rosé |
At the same time of Karbad's warning, Béatrice hears a voice in her head that shouts at her.
There Danger! Wake up Beatrice!it says in a dark and angry tone.
She stops her searchs and look at the bushs. The light of her ioun torch doesn't give her enough light to say something. She need to go closer.
You stupid child! Just let's me in!
"You would like this, you devil."she says in a low tone.
You always say this. And then you do. You need me.
Béatrice doesn't add anything as she walks toward the river's edge.
A normal person would have been slowed by the breastplate she wears, but Béatrice was part of the athletic club during her medecine' studies. She is able to walk at a normal pace.
Again, you would be faster if you let's me in.
She continues to ignore the voice as she draws a bow, symbol of her resistance, and "Seeks"What is inside the bushes.
perception: 1d20 + 9 ⇒ (18) + 9 = 27
"Who you are? Please approch so we can better see you." she says in the direction of the noise.

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TWo creatures do indeed show themselves, as they charge across the river, trying to strike the pathfinders with their mighty horns!
powerful charge on Beatrice: 1d20 + 11 ⇒ (13) + 11 = 24
powerful charge on Karbade: 1d20 + 11 ⇒ (17) + 11 = 28
damage (Beatrice): 2d8 + 10 ⇒ (4, 3) + 10 = 17
damage (Karbad): 2d8 + 10 ⇒ (6, 7) + 10 = 23
They then swing their axes at the unfortunately gored pair.
axe on Beatrice: 1d20 + 11 - 5 ⇒ (2) + 11 - 5 = 8
axe on Karbad: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
Critical damage Karbad: 2d12 + 14 ⇒ (5, 1) + 14 = 20
"Повеќе загадувачи!"
The stalwart paladin someone remains on his feet, much to the surprise of the bullman who is sure the small creature should have been cut in twain!
Status, bold may post (remember it is dark for those of you without enhanced vision)
Barin
Mordack
Beatrice 17 damage
Karbad 43 damage
Bull-men